scummvm/engines/twp/lighting.cpp

247 lines
8.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "math/utils.h"
#include "twp/lighting.h"
#include "twp/room.h"
#include "twp/twp.h"
#include "twp/walkboxnode.h"
namespace Twp {
static const char *fshader = R"(
#ifdef GL_ES
precision highp float;
#endif
varying vec2 v_texCoords;
varying vec4 v_color;
uniform sampler2D u_texture;
uniform vec2 u_contentSize;
uniform vec3 u_ambientColor;
uniform vec2 u_spritePosInSheet;
uniform vec2 u_spriteSizeRelToSheet;
uniform vec2 u_spriteOffset;
uniform int u_numberLights;
uniform vec3 u_lightPos[50];
uniform vec3 u_lightColor[50];
uniform float u_brightness[50];
uniform float u_cutoffRadius[50];
uniform float u_halfRadius[50];
uniform float u_coneCosineHalfConeAngle[50];
uniform float u_coneFalloff[50];
uniform vec2 u_coneDirection[50];
void main(void) {
vec4 texColor = texture2D(u_texture, v_texCoords);
vec2 spriteTexCoord = (v_texCoords - u_spritePosInSheet) / u_spriteSizeRelToSheet; // [0..1]
vec2 pixelPos = spriteTexCoord * u_contentSize + u_spriteOffset; // [0..origSize]
vec2 curPixelPosInLocalSpace = vec2(pixelPos.x, -pixelPos.y);
vec3 diffuse = vec3(0, 0, 0);
for (int i = 0; i < u_numberLights; i++) {
vec2 lightVec = curPixelPosInLocalSpace.xy - u_lightPos[i].xy;
float coneValue = dot(normalize(-lightVec), u_coneDirection[i]);
if (coneValue >= u_coneCosineHalfConeAngle[i]) {
float intercept = u_cutoffRadius[i] * u_halfRadius[i];
float dx_1 = 0.5 / intercept;
float dx_2 = 0.5 / (u_cutoffRadius[i] - intercept);
float offset = 0.5 + intercept * dx_2;
float lightDist = length(lightVec);
float falloffTermNear = clamp((1.0 - lightDist * dx_1), 0.0, 1.0);
float falloffTermFar = clamp((offset - lightDist * dx_2), 0.0, 1.0);
float falloffSelect = step(intercept, lightDist);
float falloffTerm = (1.0 - falloffSelect) * falloffTermNear + falloffSelect * falloffTermFar;
float spotLight = u_brightness[i] * falloffTerm;
vec3 ltdiffuse = vec3(u_brightness[i] * falloffTerm) * u_lightColor[i];
float coneRange = 1.0 - u_coneCosineHalfConeAngle[i];
float halfConeRange = coneRange * u_coneFalloff[i];
float conePos = 1.0 - coneValue;
float coneFalloff = 1.0;
if (conePos > halfConeRange) {
coneFalloff = 1.0 - ((conePos - halfConeRange) / (coneRange - halfConeRange));
}
diffuse += ltdiffuse * coneFalloff;
;
}
}
vec4 finalCol = texColor * v_color;
vec3 finalLight = (diffuse + u_ambientColor);
finalLight = min(finalLight, vec3(1, 1, 1));
gl_FragColor = vec4(finalCol.rgb * finalLight, finalCol.a);
})";
static const char *debug_fshader = R"(
varying vec2 v_texCoords;
varying vec4 v_color;
uniform sampler2D u_texture;
uniform vec2 u_contentSize;
uniform vec3 u_ambientColor;
uniform vec2 u_spritePosInSheet;
uniform vec2 u_spriteSizeRelToSheet;
uniform vec2 u_spriteOffset;
uniform int u_numberLights;
uniform vec3 u_lightPos[50];
uniform vec3 u_lightColor[50];
uniform float u_brightness[50];
uniform float u_cutoffRadius[50];
uniform float u_halfRadius[50];
uniform float u_coneCosineHalfConeAngle[50];
uniform float u_coneFalloff[50];
uniform vec2 u_coneDirection[50];
void main(void) {
vec4 texColor = texture2D(u_texture, v_texCoords);
vec2 spriteTexCoord = (v_texCoords - u_spritePosInSheet) / u_spriteSizeRelToSheet; // [0..1]
vec2 pixelPos = spriteTexCoord * u_contentSize + u_spriteOffset; // [0..origSize]
vec2 curPixelPosInLocalSpace = vec2(pixelPos.x, -pixelPos.y);
vec3 diffuse = vec3(0, 0, 0);
for (int i = 0; i < u_numberLights; i++) {
vec2 lightVec = curPixelPosInLocalSpace.xy - u_lightPos[i].xy;
float coneValue = dot(normalize(-lightVec), u_coneDirection[i]);
if (coneValue >= u_coneCosineHalfConeAngle[i]) {
float intercept = u_cutoffRadius[i] * u_halfRadius[i];
float dx_1 = 0.5 / intercept;
float dx_2 = 0.5 / (u_cutoffRadius[i] - intercept);
float offset = 0.5 + intercept * dx_2;
float lightDist = length(lightVec);
float falloffTermNear = clamp((1.0 - lightDist * dx_1), 0.0, 1.0);
float falloffTermFar = clamp((offset - lightDist * dx_2), 0.0, 1.0);
float falloffSelect = step(intercept, lightDist);
float falloffTerm = (1.0 - falloffSelect) * falloffTermNear + falloffSelect * falloffTermFar;
float spotLight = u_brightness[i] * falloffTerm;
vec3 ltdiffuse = vec3(u_brightness[i] * falloffTerm) * u_lightColor[i];
float coneRange = 1.0 - u_coneCosineHalfConeAngle[i];
float halfConeRange = coneRange * u_coneFalloff[i];
float conePos = 1.0 - coneValue;
float coneFalloff = 1.0;
if (conePos > halfConeRange) {
coneFalloff = 1.0 - ((conePos - halfConeRange) / (coneRange - halfConeRange));
}
diffuse += ltdiffuse * coneFalloff;
;
}
}
vec3 finalLight = (diffuse);
vec4 finalCol = texColor * v_color;
finalCol.rgb = finalCol.rgb * u_ambientColor;
gl_FragColor = vec4(finalCol.rgb + diffuse, finalCol.a);
})";
static const char *vshader = R"(
uniform mat4 u_transform;
attribute vec2 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoords;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
gl_Position = u_transform * vec4(a_position, 0.0, 1.0);
v_color = a_color;
v_texCoords = a_texCoords;
})";
Lighting::Lighting() {
init("lighting", vshader, fshader);
}
Lighting::~Lighting() = default;
void Lighting::setSpriteOffset(const Math::Vector2d &offset) {
_spriteOffset = offset;
}
void Lighting::setSpriteSheetFrame(const SpriteSheetFrame &frame, const Texture &texture, bool flipX) {
_contentSize = flipX ? Math::Vector2d(frame.sourceSize.getX(), frame.sourceSize.getY()) : frame.sourceSize;
_spritePosInSheet = {(float)(frame.frame.left) / texture.width, (float)(frame.frame.top) / texture.height};
_spriteSizeRelToSheet = flipX ? Math::Vector2d((float)(-frame.sourceSize.getX()) / texture.width, (float)(frame.sourceSize.getY()) / texture.height) : Math::Vector2d((float)(frame.sourceSize.getX()) / texture.width, (float)(frame.sourceSize.getY()) / texture.height);
}
void Lighting::update(const Lights &lights) {
if (_currentDebug != _debug) {
init("lighting", vshader, _debug ? debug_fshader : fshader);
_currentDebug = _debug;
g_twp->_lightingNode->setVisible(_debug);
}
_ambientLight = lights._ambientLight;
u_numberLights = 0;
for (int i = 0; i < MIN(MAX_LIGHTS, lights._numLights); ++i) {
const Light &light = lights._lights[i];
if (!light.on)
continue;
const float direction = light.coneDirection - 90.f;
u_lightPos[u_numberLights * 3 + 0] = light.pos.getX();
u_lightPos[u_numberLights * 3 + 1] = light.pos.getY();
u_lightPos[u_numberLights * 3 + 2] = 1.f;
u_coneDirection[u_numberLights * 2 + 0] = cos(Math::deg2rad(direction));
u_coneDirection[u_numberLights * 2 + 1] = sin(Math::deg2rad(direction));
u_coneCosineHalfConeAngle[u_numberLights] = cos(Math::deg2rad(light.coneAngle / 2.f));
u_coneFalloff[u_numberLights] = light.coneFalloff;
u_lightColor[u_numberLights * 3 + 0] = light.color.rgba.r;
u_lightColor[u_numberLights * 3 + 1] = light.color.rgba.g;
u_lightColor[u_numberLights * 3 + 2] = light.color.rgba.b;
u_brightness[u_numberLights] = light.brightness;
u_cutoffRadius[u_numberLights] = MAX(1.0f, light.cutOffRadius);
u_halfRadius[u_numberLights] = MAX(0.01f, MIN(0.99f, light.halfRadius));
u_numberLights++;
}
}
void Lighting::applyUniforms() {
setUniform3("u_ambientColor", _ambientLight);
setUniform("u_numberLights", u_numberLights);
if (u_numberLights > 0) {
setUniform3("u_lightPos", u_lightPos, MAX_LIGHTS);
setUniform2("u_coneDirection", u_coneDirection, MAX_LIGHTS);
setUniform("u_coneCosineHalfConeAngle", u_coneCosineHalfConeAngle, MAX_LIGHTS);
setUniform("u_coneFalloff", u_coneFalloff, MAX_LIGHTS);
setUniform3("u_lightColor", u_lightColor, MAX_LIGHTS);
setUniform("u_brightness", u_brightness, MAX_LIGHTS);
setUniform("u_cutoffRadius", u_cutoffRadius, MAX_LIGHTS);
setUniform("u_halfRadius", u_halfRadius, MAX_LIGHTS);
}
setUniform("u_contentSize", _contentSize);
setUniform("u_spriteOffset", _spriteOffset);
setUniform("u_spritePosInSheet", _spritePosInSheet);
setUniform("u_spriteSizeRelToSheet", _spriteSizeRelToSheet);
}
} // namespace Twp